Homebrew Felmier Species Details

Felmier are the descendants of fiends and celestials. The mix causes them to have weak bodies, as their natures are constantly conflicting against each other. But their heritage does leave with powerful magical abilities and strong minds.

Their appearance can be any mix of human, fiend and celestial. Often they have glowing eyes or horns, and usually, they walk with some sort of cane or sit in a wheelchair, as their bodies aren't very strong.

Felmier Traits

Felmier are weak in body, body strong in mind. They have these traits.

Ability Score Increase

 Your intelligence, wisdom and charisma score increase by 2. Your charisma score maximum is also increased by 2.

Age

Felmeir reach adulthood in their late teens and live less than 50 years.

Alignment

Felmier tend to be Chaotic as they know they don't have a long time to live, as such many will try to see as much as they can of the world.

Size

Felmier vary widely in height and build, from barely 4 feet to well over 8 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common, Infernal, and Celestial.

Conflicting Natures

Felmier, due to their conflicting nature, have weak bodies.

Your strength and dexterity score is decreased by 1, and constitution score by 2. You have disadvantage on saving throws against the poisoned condition, disease and are vulnerable to poison damage.

You also have to pick a bane from the given options.

Powerful Mind

You have advantage on intelligence, wisdom, and charisma saving throws. You also advantage on your choice of either intelligence, wisdom or charisma ability checks.

Hereditary Resistances

You are resistant to fire, radiant and necrotic damage

Hereditary Magic

You have the ability to cast sacred flame. At 3rd level, you have the ability to cast cure wounds as a 2nd level spell, and at 5th level, you have the ability to cast scorching ray. you can cast each spell once per long rest and charisma is your spellcasting modifier for these spells.

Flames of Divine Corruption

Your affinity for fire both celestial and fiendish has led you to be able to encase your body with fire for a short period of time.

At 3rd level, as a bonus action, you can cause flames to wreath your body, allowing you, for one minute, to add 1d6 fire damage to any damage roll you make, and any hostile creature that starts its turn within 5ft of you must make a dc 13 dex saving throw or take 1d6 fire damage. You can only add the extra damage to your damage rolls once per turn.

Dark vision

You have a 60ft dark vision, allowing you to see in dim light as if it were bright light, and darkness as if it were dim light.

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